Clean up cruft in arc shader

This commit is contained in:
jgk
2021-06-10 11:55:22 +02:00
parent e016d3aa9e
commit 78cfdc2d38
2 changed files with 1 additions and 23 deletions
+1 -18
View File
@@ -5,30 +5,13 @@ in vec2 angles;
in vec2 dist;
out vec4 fColor;
//uniform float rotation;
void main()
{
// vec2 pos = gl_FragCoord.xy;
// float d = distance(pos,cenPosT);
// float dTest = max ( step(gRadOut/2,d)
// , 1 - step(gRadIn/2,d)
// );
//
// vec2 posDiff = pos - cenPosT;
float sa = angles.x;
vec2 sv = vec2 (-sin(sa), cos(sa));
// float saTest = dot(sv,posDiff) >= 0 ? 0 : 1;
float ea = angles.y;
vec2 ev = vec2 (-sin(ea), cos(ea));
// float eaTest = dot(ev,posDiff) <= 0 ? 0 : 1;
// float aTest = ea - sa < radians(180) ? max (saTest,eaTest)
// : min (saTest,eaTest);
//
// float onArcTest = max(dTest,aTest);
//
// gl_FragDepth = max(gl_FragCoord.z , onArcTest);
float d = (dist.x * dist.x) + (dist.y * dist.y);
float d = (dist.x * dist.x) + (dist.y * dist.y);
if (d > 1 || d < gRadIn || dot(sv, dist) < 0 || dot(ev, dist) > 0) {discard;}
fColor = gColor;
}
-5
View File
@@ -5,15 +5,10 @@ layout (location = 2) in vec4 saEaRadWdth;
out vec4 vColor;
out vec4 vparams;
uniform vec2 winSize;
uniform float zoom;
uniform vec2 translation;
uniform float rotation;
uniform mat4 worldMat;
void main()
{
//gl_Position = worldMat * vec4(position.xyz,1);
gl_Position = vec4(position.xyz,1);
vColor = color;
vparams = saEaRadWdth;